4 #include "../dpdefs/progsdefs.qh"
5 #include "../dpdefs/dpextensions.qh"
6 #include "../common/constants.qh"
7 #include "../common/util.qh"
8 #include "../common/monsters/monsters.qh"
9 #include "../common/weapons/weapons.qh"
10 #include "constants.qh"
12 #include "../common/deathtypes.qh"
13 #include "mutators/mutators_include.qh"
14 #include "../csqcmodellib/sv_model.qh"
23 .float debrismovetype;
25 .vector debrisvelocity;
26 .vector debrisvelocityjitter;
27 .vector debrisavelocityjitter;
29 .float debristimejitter;
30 .float debrisfadetime;
31 .float debrisdamageforcescale;
34 .string mdl_dead; // or "" to hide when broken
35 .string debris; // space separated list of debris models
37 // mdl = particle effect name
38 // count = particle effect multiplier
39 // targetname = target to trigger to unbreak the model
40 // target = targets to trigger when broken
41 // health = amount of damage it can take
43 // 1 = start disabled (needs to be triggered to activate)
44 // 2 = indicate damage
46 // for mdl_dead to work, origin must be set (using a common/origin brush).
47 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
50 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
54 // - basically func_assault_destructible for general gameplay use
56 void LaunchDebris (string debrisname, vector force)
59 setorigin(dbr, self.absmin
60 + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
61 + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
62 + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
63 setmodel (dbr, debrisname );
64 dbr.skin = self.debrisskin;
65 dbr.colormap = self.colormap; // inherit team colors
66 dbr.owner = self; // do not be affected by our own explosion
67 dbr.movetype = self.debrismovetype;
68 dbr.solid = self.debrissolid;
69 if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
70 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
71 dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
72 dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
73 dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
74 self.velocity = self.velocity + force * self.debrisdamageforcescale;
75 dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
76 dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
77 dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
78 dbr.damageforcescale = self.debrisdamageforcescale;
79 if(dbr.damageforcescale)
80 dbr.takedamage = DAMAGE_YES;
81 SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
84 void func_breakable_colormod()
87 if (!(self.spawnflags & 2))
89 h = self.health / self.max_health;
91 self.colormod = '1 0 0';
93 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
95 self.colormod = '1 1 1';
97 CSQCMODEL_AUTOUPDATE();
100 void func_breakable_look_destroyed()
104 if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
105 self.dropped_origin = self.origin;
107 if(self.mdl_dead == "")
110 if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
111 floorZ = self.absmin.z;
112 setorigin(self,((self.absmax+self.absmin)*.5));
113 self.origin_z = floorZ;
115 setmodel(self, self.mdl_dead);
118 self.solid = SOLID_NOT;
121 void func_breakable_look_restore()
123 setmodel(self, self.mdl);
124 if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
125 setorigin(self, self.dropped_origin);
126 self.solid = SOLID_BSP;
129 void func_breakable_behave_destroyed()
131 self.health = self.max_health;
132 self.takedamage = DAMAGE_NO;
133 self.bot_attack = false;
134 self.event_damage = func_null;
136 func_breakable_colormod();
139 void func_breakable_behave_restore()
141 self.health = self.max_health;
144 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
145 WaypointSprite_UpdateHealth(self.sprite, self.health);
147 self.takedamage = DAMAGE_AIM;
148 self.bot_attack = true;
149 self.event_damage = func_breakable_damage;
151 self.nextthink = 0; // cancel auto respawn
152 func_breakable_colormod();
155 void func_breakable_destroyed()
157 func_breakable_look_destroyed();
158 func_breakable_behave_destroyed();
160 CSQCMODEL_AUTOUPDATE();
163 void func_breakable_restore()
165 func_breakable_look_restore();
166 func_breakable_behave_restore();
168 CSQCMODEL_AUTOUPDATE();
171 vector debrisforce; // global, set before calling this
172 void func_breakable_destroy() {
176 activator = self.owner;
177 self.owner = world; // set by W_PrepareExplosionByDamage
179 // now throw around the debris
180 n = tokenize_console(self.debris);
181 for(i = 0; i < n; ++i)
182 LaunchDebris(argv(i), debrisforce);
184 func_breakable_destroyed();
187 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
190 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
193 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
197 self.think = func_breakable_restore;
198 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
201 oldmsg = self.message;
204 self.message = oldmsg;
207 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
211 if(self.spawnflags & DOOR_NOSPLASH)
212 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
215 if(attacker.team == self.team)
217 self.health = self.health - damage;
220 WaypointSprite_Ping(self.sprite);
221 WaypointSprite_UpdateHealth(self.sprite, self.health);
223 func_breakable_colormod();
228 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
232 void func_breakable_reset()
234 self.team = self.team_saved;
235 func_breakable_look_restore();
236 if(self.spawnflags & 1)
237 func_breakable_behave_destroyed();
239 func_breakable_behave_restore();
241 CSQCMODEL_AUTOUPDATE();
244 // destructible walls that can be used to trigger target_objective_decrease
245 void spawnfunc_func_breakable() {
249 self.max_health = self.health;
251 // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
252 if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
253 if(!self.debrissolid) self.debrissolid = SOLID_NOT;
254 if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
255 if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
256 if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
257 if(!self.debristime) self.debristime = 3.5;
258 if(!self.debristimejitter) self.debristime = 2.5;
261 self.cnt = particleeffectnum(self.mdl);
265 if(self.message == "")
266 self.message = "got too close to an explosion";
267 if(self.message2 == "")
268 self.message2 = "was pushed into an explosion by";
270 self.dmg_radius = 150;
272 self.dmg_force = 200;
274 self.mdl = self.model;
275 SetBrushEntityModel();
277 self.use = func_breakable_restore;
279 // precache all the models
281 precache_model(self.mdl_dead);
282 n = tokenize_console(self.debris);
283 for(i = 0; i < n; ++i)
284 precache_model(argv(i));
286 precache_sound(self.noise);
288 self.team_saved = self.team;
289 self.dropped_origin = self.origin;
291 self.reset = func_breakable_reset;
292 func_breakable_reset();
294 CSQCMODEL_AUTOINIT();
297 // for use in maps with a "model" key set
298 void spawnfunc_misc_breakablemodel() {
299 spawnfunc_func_breakable();